Distance is an atmospheric racing platformer. Fusing futuristic arcade racing with parkour, survive a deadly, mysterious, neon-drenched city by jumping, rotating, and flying.
Análises recentes:
Muito positivas (75) - 94% das 75 análises de usuários dos últimos 30 dias são positivas.
Todas as análises:
Muito positivas (2,717) - 94% das 2,717 análises de usuários deste jogo são positivas.
Data de lançamento:
9/dez/2014
Desenvolvedor:
Distribuidora:

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Jogo com acesso antecipado

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Observação: Este jogo com acesso antecipado não está completo e pode ou não sofrer alterações no futuro. Caso não esteja com vontade de jogá-lo no estado atual, aconselhamos esperar até que o desenvolvimento esteja mais adiantado. Saiba mais

O que os desenvolvedores têm a dizer:

Por que acesso antecipado?

“We think Early Access is a great avenue for us to continue to iterate on Distance with new players the same way we've been doing it since we released our private alpha to Kickstarter backers in August 2013. We're still working on improving many aspects of the game and we're always excited to get new feedback based on our changes.”

Por quanto tempo aproximadamente este jogo estará em acesso antecipado?

(Updated Dec. 2016) Distance will exit early access when it's ready. Until the game is feature and content complete we aren't prepared to commit to a date, but at this moment we are aiming to release it as soon as possible in 2017.”

Como a versão completa será diferente da versão de acesso antecipado?

(Updated Dec. 2016) While Adventure mode will remain short, it will have more content as well as a more fleshed out story. The arcade and multiplayer experiences will be continually updated based on community feedback. Aside from general polish we also plan to experiment with at least one new car, more achievements, and an in-game announcer.”

Qual é o estado atual da versão de acesso antecipado?

(Updated Dec. 2016) Distance as it is released on Steam early access is really far along. It's a fairly stable beta release with a wide variety of single player and multiplayer features, a work-in-progress version of our short story mode, random track generation, a ghost/replay system, a powerful level editor, Steam Workshop integration (with 1,800+ levels uploaded so far), etc.”

O preço do jogo será alterado após o fim do acesso antecipado?

“We haven't decided. We're going to price the game based on what we think the value of the game is after Early Access.”

Como vocês planejam envolver a comunidade durante o processo de desenvolvimento?

“We've involved the Distance community right from the beginning since it was community funded on Kickstarter. We monitor our forums and are actively on social media channels such as Twitter and Facebook. Community members can also use the level editor to create and share their levels on Workshop. We've already seen and played some great community created levels and we're excited to see what'll come next.”
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Atualizações recentes Ver todos (67)

11 de dezembro

Distance Advent Calendar, Dev Stream (Dec. 21st)



Hey everyone! Distance Advent Calendar (DAC) is going strong for its fourth year and I want to give it a shout out. DAC is a yearly event where the community bands together to release new levels every day in December! Some of our most popular Workshop levels were released during previous DACs. The creativity and craftsmanship demonstrated is always inspiring.

HOW TO FOLLOW DISTANCE ADVENT CALENDAR

To keep up to date with DAC levels, I recommend checking out the Special Event I've been updating (accessible via our Workshop home page). You can also check out the #d4c channel on our (now official!) Distance Discord. While you're at it come discuss each day's level with other players, and see early previews of upcoming community levels.



Finally, we'll be retweeting the organizers of DAC who announce each day's level, so check out @refractstudios on Twitter if you're into that sort of thing.

DEV STREAM: DECEMBER 21ST (12PM PT)



On Thursday, December 21st at 12pm PT / 8pm GMT we'll be hosting a Twitch stream where we play through released DAC levels! We'll also likely talk about some of the new tools released in the skybox update, answer questions, and talk about development in general. Hope to see you there!
- Jordan (@torcht)
7 comentários Leia mais

30 de novembro

The Skybox Update is Live



Hey everyone! While we continue to crank away at the final pieces of content we intend to ship at 1.0 (Adventure mode and a few other surprises) we want to share some of the latest tools being used to create that content. The biggest feature we've added is a completely revamped skybox system! Now you have an incredible amount of power when creating your own universe, either in tweaking the default planet look or in creating something new.

While the update is heavily focused on exposing new editor tools, there are general improvements across the board. Check out the full changelog below!



THE SKYBOX UPDATE: Build 5821

GENERAL IMPROVEMENTS
  • Updated skybox in all levels to use new dynamic skybox system
  • Optimized CPU performance and memory usage throughout the game
  • Trick text and "Regenerating" text are now disabled in Adventure mode
  • Removed 3, 2, 1 countdown on car screen at start of Adventure levels
  • Car is now frozen at the start until "GO!", also preventing teleports and other triggers
  • Improved car explosion visual effect
  • Arcade level select is now organized by Collections
  • Updated Sprint level set unlocking requirements
  • Added a main menu notification prompt when levels are unlocked
  • Added on-screen visuals when gaining/losing boost, jump, and jets
  • Added Rich Presence support for Discord on Windows (OS X and Linux in the works)
  • Added Ground Zero to Sprint and updated medal times
  • Improved several situations where objects would pop in and out (related to static batching)
  • Improved handling of bad collisions in several rare scenarios
  • The Manor has been removed from split-screen play due to tricky level design
LEVEL EDITOR
  • Completely revamped skybox system (via Level Settings and Biodomes)
    • Background layers can now be assigned
    • Any object within a background layer will be rendered from (0,0,0) directly in the skybox
    • The Sun, Stars, Storm, and Background Layer can all be toggled on/off individually
    • By default the UltraPlanet (highly customizable earth) exists in the background layer
    • Any levels created previous to this update will be auto-upgraded to the new system
    • Added star tweakables such as colors, variation, brightness, and glow
    • Added Background Scroll value which allows the background to move slightly based on player position
  • [Animator] Added ability to have separate delay and duration when playing an Animator in reverse
  • [Animator] Added option for following a track by percent rather than distance
  • [Animator] Added "Wrap Around" option when following a track. Disable this to prevent popping at start or end of the track.
  • Added Roads/InvisibleStartZone which allows you to spawn into a Sprint level from anywhere
  • Added several new Golden Simples presets such as Sand, Ice, Snow, Water, Glass, etc.
  • Added level description field in the Level Settings
  • Added ability to collapse all components in the Properties window (hold Ctrl when clicking a collapse triangle)
  • Added a "Silent" toggle on Checkpoints which mutes sounds and hides text printing
  • Added feature in TurnLightOnNearCar where you can turn off the light on trigger exit (works with both Trigger Distance and the EventListener)
  • "Generate Unique Event Name" on Event Trigger now affects selected Event Listeners which have matching Event Names
  • Library Tab search now supports searching with multiple words and includes matching folders (e.g. "spli HD" finds "SplinesHD" folder)
  • Reduced minimum value of Fog Near to -1000
  • The first letter of each component property is now capitalized
  • Removed DisableAnnouncer checkbox in the editor Level Settings
  • Cleaned up the golden simples presets (deleted and renamed a few)
  • Swapped several of the presets used on default Golden Simples objects
  • Changed TurnLightOnNearCar so that it only affects itself and children
  • TurnLightOnNearCar doesn't affect any child objects with their own TurnLightOnNearCar
BUG FIXES
  • Fixed bug where the mysterious orb's rotation in Ground Zero was erratic at high framerates
  • Fixed bug where "B for Back" wasn't shown in the split-screen player selection menu
  • Fixed bug where some halloween features were enabled by default
  • Fixed potential memory leak caused by resetting your car
  • Fixed bug where TurnLightOnNearCar would still have a collider when an eventListener was being utilized
  • Fixed issues with Wrong Way in Corruption
  • Fixed EmpireCube not rendering properly
  • Fixed bug where strange announcer phrases could be heard on non-Windows platforms
  • Fixed several specific stability issues
  • Fixed bug where wheel visuals could flicker black
  • Fixed bug when using TurnLightOnNearCar in conjunction with GoldenSimples
EDIT (12/1): The build has been updated to 5824 with additional bug fixes.
  • Fixed bug where TurnLightOnNearCar would never trigger
  • Fixed bug where Spectating was broken
  • Fixed bug with wheel decals being visible when close on network cars
  • Fixed bug where certain text printouts weren't playing clicking sounds
  • Fixed bug where the announcer would randomly cut off in Adventure mode
  • Objects existing in the same place and having the same name will no longer be auto-deleted
  • Version info in upper right corner now says macOS instead of OS X
- Jordan (@torcht)
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Análises

“It’s already terrifically entertaining.”
Rock, Paper, Shotgun

“Videos and words don’t really do justice to Distance. It may be the most instantly exciting, absorbing game I’ve played all year.”
PCGamesN

“The amalgamation of jumping, driving and flying is undeniably special and Refract Studios have created a worthy successor to the highly regarded, Nitronic Rush.”
True PC Gaming

Sobre este jogo

Distance is an atmospheric racing platformer. Fusing futuristic arcade racing with parkour, survive a deadly, mysterious, neon-drenched city by jumping, rotating, and flying.

The roads are treacherous with obstacles around every corner. Instead of doing laps on a loop, survive to the end in the quickest time. Your car has abilities that not only allow you to drive on the track, but upside down and on buildings and walls! You can also fly to discover new shortcuts and paths. Take on the roads alone, or in multiplayer with your friends!

The game is a spiritual successor to the multi-award winning Nitronic Rush, created by ourselves and 5 others at DigiPen Institute of Technology. It was widely praised for its innovative mechanics, visual style, audio design, and atmosphere.

Key Features

  • Adventure: A short single player experience. Drive into the heart of a dark, mysterious city as you pursue an ominous threat.
  • Arcade: Race ghosts to take on the leaderboards' best. Earn medals to unlock new tracks in several different modes.
  • Multiplayer: Online (up to 12 players) and split-screen (2-4 players) play in modes such as Sprint, Reverse Tag, Stunt, etc.
  • Trackmogrify: Random track generation with advanced seed modifiers.
  • VR: Full VR integration with support for Oculus Rift CV1 and HTC Vive.
  • Level editor: Use a powerful level editor to create levels from within the game and share them with players around the world. Over 2,000 levels have already been shared on Steam Workshop!
  • Original soundtrack: New music from the composer behind award-winning games like Nitronic Rush, Solace, and The Fourth Wall. Listen to a preview here.

Requisitos de sistema

Windows
Mac OS X
SteamOS + Linux
    Mínimos:
    • SO: Windows 7
    • Processador: Intel Core 2 Duo 2.3 GHz or AMD Athlon X2 2.5 GHz
    • Memória: 4 GB de RAM
    • Placa de vídeo: NVIDIA GeForce 8800GT or AMD Radeon HD 3830
    • DirectX: Versão 9.0c
    • Armazenamento: 5 GB de espaço disponível
    • Outras observações: Spec will be revised continually during Early Access
    Recomendados:
    • SO: Windows 8.1
    • Processador: Intel Core i5 2.5 GHz or AMD FX 4.0 GHz
    • Memória: 4 GB de RAM
    • Placa de vídeo: NVIDIA GeForce GTX 560 or AMD Radeon HD 7750
    • DirectX: Versão 9.0c
    • Armazenamento: 5 GB de espaço disponível
    • Outras observações: Spec will be revised continually during Early Access
    Mínimos:
    • SO: OS X 10.7 (Lion)
    • Processador: Intel Core 2 Duo 2.3 GHz
    • Memória: 4 GB de RAM
    • Placa de vídeo: NVIDIA Geforce 640M or ATI Radeon HD 3870
    • Armazenamento: 5 GB de espaço disponível
    • Outras observações: Spec will be revised continually during Early Access
    Recomendados:
    • SO: OS X 10.10 (Yosemite)
    • Processador: Intel Core i5 2.5 GHz
    • Memória: 4 GB de RAM
    • Placa de vídeo: NVIDIA Geforce GTX 775M or ATI Radeon HD 5870
    • Armazenamento: 5 GB de espaço disponível
    • Outras observações: Spec will be revised continually during Early Access
    Mínimos:
    • SO: Ubuntu 12.04
    • Processador: Intel Dual-Core 2.3 GHz or AMD Dual-Core Athlon 2.5 GHz
    • Memória: 4 GB de RAM
    • Placa de vídeo: NVIDIA GeForce 8800GT or AMD Radeon HD 3830
    • Armazenamento: 5 GB de espaço disponível
    • Outras observações: Spec will be revised continually during Early Access
    Recomendados:
    • SO: Ubuntu 14.04
    • Processador: Intel Core i5 2.5 GHz or AMD FX 4.0 GHz
    • Memória: 4 GB de RAM
    • Placa de vídeo: NVIDIA GeForce GTX 560 or AMD Radeon HD 7750
    • Armazenamento: 5 GB de espaço disponível
    • Outras observações: Spec will be revised continually during Early Access
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